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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Crossbow Heavy

Dungeons and Dragons – Mystara

Weapons Mastery – Heavy Crossbow

0e-rb-rc D&D BECMI Rules Cyclopedia
0e-rb-rc – D&D BECMI Rules Cyclopedia
Heavy Crossbow
Heavy Crossbow with winch

A crossbow is a ranged weapon using an elastic launching device similar to a bow; it consists of a bow-like assembly called a prod, mounted horizontally on a main frame called a tiller, which is hand-held in a similar fashion to the stock of a long gun. Crossbows shoot arrow-like projectiles called bolts or quarrels. A person who shoots crossbow is called a crossbowman or an arbalist (after the arbalest, a European crossbow variant used during the 12th century).

  • 5E Stats – Ranged Martial Weapon, Costs 50 gp and has a weight of 18 lb.
  • Weapon Options: Distracting Shot, Patient Shot, Pinning Hit, Staggering Shot

Weapons Mastery – Heavy Crossbow

  • Heavy Crossbow Attack: (Non-Proficient) + to hit, Ammunition range (100/400ft), Heavy, Loading, Two Handed, one target
    • Hit: 1d6+mod piercing.
  • Heavy Crossbow Attack: (Proficient) + to hit, Ammunition range (110/420 ft), Heavy, Loading, Two Handed, one target
    • Hit: 2d6+mod piercing.
  • Heavy Crossbow Attack: (Skilled) + to hit, Ammunition range (120+Stun/440 ft), Heavy, Loading, Two Handed, one target
    • Hit: 3d6+mod piercing.
    • Crit (within 120): Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
  • Heavy Crossbow Attack: (Expert) + to hit, Ammunition range (130+Stun/460 ft), Heavy, Loading, Two Handed, one target
    • Hit: 2d8+mod piercing.
    • Crit (within 130): Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
  • Heavy Crossbow Attack: (Master) + to hit, Ammunition range (140+Stun/480 ft), Heavy, Loading, Two Handed, one target
    • Hit: 2d10+mod piercing.
    • Crit (within 140): Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
  • Hand Crossbow Attack: (Grand Master) + to hit, Ammunition range (150+Stun/500 ft), Heavy, Loading, Two Handed, one target
    • Hit: 2d12+mod piercing.
    • Crit (within 150): Stun (Base DC) Con save or stunned for 1 round/per 5 under the check.

Weapon Qualities – Heavy Crossbow

  • AC Defence (+ AC bonus/number of attacks): If you spend your bonus action this round on this quality you gain a bonus for your armour class for the next indicated number of attacks.
  • Ammunition. You can use a weapon that has the ammunition properly lo make a ranged attack only if you have ammunition lo fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack.
  • Ammunition (additional effects for proficient). At the end of the battle, you can recover half your expended ammunition by taking a minute lo search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
  • Base DC (+number): Some of the effects produced by weapons masters has a saving throw to resist. This saving throw is calculated as 8 plus the ability modifier used in the attack roll. This is sometimes increased as you gain skill with the weapon, gain the Weapon Mastery feat or the fighter archetype.
  • Delay: On a Crit, the target must make a Con save vs Base DC. If they fail, they are stunned until the start of their turn, on a critical fumble they are stunned until their next turn.
  • Heavy: Attacks are at disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a non-proficient creature to use effectively.
  • Heavy (additional effects for Proficiency): Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
  • Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make per round.
  • Two-Handed: This weapon requires two hands to use.

Weapon Options – Heavy Crossbow

  • Distracting Shot: As an action, make a single attack with your ranged weapon. You intentionally miss your target but give an ally the chance to attack while it is distracted. The next attack roll against the target has advantage if it is made before the beginning of the target’s next turn.
  • Patient Shot. You carefully align your ranged weapon’s sites over your target. As an action in a turn that you have not moved, you may make a single ranged attack with advantage.
  • Pinning Hit: When you make a melee or ranged attack with this weapon, you may attempt to pin a creature up to one size larger to a wall or surface by catching their clothing with the weapons edge or point. This can be used against creatures without clothing at the GM’s discretion. If you hit, the target must make a Strength saving throw vs your Base DC. On a failure the creature is reduced to zero movement and can use an action on their turn to make another Strength saving throw.
  • Staggering Shot. As an action while wielding a ranged weapon, you may make a single ranged weapon attack. If this attack hits, the enemy takes full weapon damage and must make a Constitution saving throw (vs Base DC). On a failure, the target’s speed is reduced to 0 until the end of its next turn.

Design Details on building Weapons Mastery

I have managed to even out most of the damage, but also increased it in this case as it is working better with my magical weapon enhancment changes.

Content Updates

  • 2021-08-26 – Updates to layout and menu.
Weapons Mastery

Overview, Downtime for Weapons Mastery, Secret Craft: Weaponologist

Simple 1H or Versatile: Blackjack (or Sap), Cestus, Club (or torch), Dagger, Handaxe (or Tomahawk), Javelin, Lasso, Light Hammer, Mace, Quarterstaff, Sickle, Spear, Unarmed

Simple 2H: Greatclub, Scythe

Simple Ranged: Bola, Dart, Light Crossbow, Shortbow, Sling

Martial 1H or Versatile: Bastard Sword, Battleaxe, Flail, Lance, Longsword, Morningstar, Rapier, Scimitar, Shortsword, Spontoon, Trident, Warhammer, Warpick, Whip

Martial 2H: Bardiche, Bill, Glaive, Greataxe, Greatsword, Guisarme, Halberd, Lochaber Axe, Maul, Partisan, Pike, Poleaxe, Ranseur, Spectum, Voulge

Martial Ranged: Blowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Longbow, Net

Martial Shield: Horned Shield, Knife Shield, Sword Shield, Throwing Shield, Tusked Shield

D&D 5E in Mystara

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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